Files
2025-05-10 12:49:47 +08:00

60 lines
2.9 KiB
C#

using UnityEngine;
using System.Collections;
using RootMotion.FinalIK;
namespace RootMotion.Demos {
// Targeting hands to 2-handed props with the FullBodyBipedIK component. It is not good to parent IK targets directly to the bones that use IK (circular dependency).
// The bones are moved in the solving process, but it will not update the IK targets parented to the bones. All IK target positions/rotations need to be set before the solver updates.
public class TwoHandedProp : MonoBehaviour {
[Range(0f, 1f)] public float weight = 1f;
[Tooltip("The left hand target parented to the right hand.")] public Transform leftHandTarget;
[Tooltip("Left hand poser (poses fingers to match the left hand target).")] public Poser leftHandPoser;
[Tooltip("The weight of pinning the left hand to the prop.")] [Range(0f, 1f)] public float leftHandWeight = 1f;
private FullBodyBipedIK ik;
private Vector3 targetPosRelativeToRight;
private Quaternion targetRotRelativeToRight;
void Start() {
ik = GetComponent<FullBodyBipedIK>();
// Get a call from FBBIK each time it has finished updating
ik.solver.OnPostUpdate += AfterFBBIK;
if (ik.solver.rightHandEffector.target == null) Debug.LogError("Right Hand Effector needs a Target in this demo.");
}
void LateUpdate() {
// Get the position/rotation of the left hand target relative to the right hand.
targetPosRelativeToRight = ik.references.rightHand.InverseTransformPoint(leftHandTarget.position);
targetRotRelativeToRight = Quaternion.Inverse(ik.references.rightHand.rotation) * leftHandTarget.rotation;
// Set the position/rotation of the left hand target relative to the right hand effector target.
ik.solver.leftHandEffector.position = ik.solver.rightHandEffector.target.position + ik.solver.rightHandEffector.target.rotation * targetPosRelativeToRight;
ik.solver.leftHandEffector.rotation = ik.solver.rightHandEffector.target.rotation * targetRotRelativeToRight;
// Weights
ik.solver.rightHandEffector.positionWeight = weight;
float wL = leftHandWeight * weight;
ik.solver.leftHandEffector.positionWeight = wL;
leftHandPoser.weight = wL;
}
// Called by FBBIK after it updates
void AfterFBBIK() {
// Rotate the hand bones to effector.rotation directly instead of using effector.rotationWeight that might fail to get the limb bending right under some circumstances
ik.solver.leftHandEffector.bone.rotation = Quaternion.Slerp(ik.solver.leftHandEffector.bone.rotation, ik.solver.leftHandEffector.rotation, leftHandWeight * weight);
ik.solver.rightHandEffector.bone.rotation = Quaternion.Slerp(ik.solver.rightHandEffector.bone.rotation, ik.solver.rightHandEffector.rotation, weight);
}
// Clean up the delegate
void OnDestroy() {
if (ik != null) ik.solver.OnPostUpdate -= AfterFBBIK;
}
}
}